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7 commits

Author SHA1 Message Date
Joona Aalto
54006b107b
Migrate meshes and materials to required components (#15524)
# Objective

A big step in the migration to required components: meshes and
materials!

## Solution

As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):

- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.

Previously:

```rust
commands.spawn(MaterialMesh2dBundle {
    mesh: meshes.add(Circle::new(100.0)).into(),
    material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
    transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
    ..default()
});
```

Now:

```rust
commands.spawn((
    Mesh2d(meshes.add(Circle::new(100.0))),
    MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
    Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```

If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:

![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)

![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)

Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.

## Testing

I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!

## Implementation Notes

- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.

---

## Migration Guide

Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.

Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.

Previously:

```rust
commands.spawn(MaterialMesh2dBundle {
    mesh: meshes.add(Circle::new(100.0)).into(),
    material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
    transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
    ..default()
});
```

Now:

```rust
commands.spawn((
    Mesh2d(meshes.add(Circle::new(100.0))),
    MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
    Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```

If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.

The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.

---------

Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
Joona Aalto
de888a373d
Migrate lights to required components (#15554)
# Objective

Another step in the migration to required components: lights!

Note that this does not include `EnvironmentMapLight` or reflection
probes yet, because their API hasn't been fully chosen yet.

## Solution

As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg):

- Deprecate `PointLightBundle` in favor of the `PointLight` component
- Deprecate `SpotLightBundle` in favor of the `PointLight` component
- Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight`
component

## Testing

I ran some examples with lights.

---

## Migration Guide

`PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have
been deprecated. Use the `PointLight`, `SpotLight`, and
`DirectionalLight` components instead. Adding them will now insert the
other components required by them automatically.
2024-10-01 03:20:43 +00:00
Clar Fon
efda7f3f9c
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this
comment:
https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00
Zachary Harrold
4742f74fc4
Broaden "Check for bevy_internal imports" CI Task (#15333)
# Objective

- Fixes #15319
- Fixes #15317

## Solution

- Updated CI task to check for _any_ `bevy_*` crates, rather than just
`bevy_internal`

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-09-20 17:08:37 +00:00
Joona Aalto
afbbbd7335
Rename rendering components for improved consistency and clarity (#15035)
# Objective

The names of numerous rendering components in Bevy are inconsistent and
a bit confusing. Relevant names include:

- `AutoExposureSettings`
- `AutoExposureSettingsUniform`
- `BloomSettings`
- `BloomUniform` (no `Settings`)
- `BloomPrefilterSettings`
- `ChromaticAberration` (no `Settings`)
- `ContrastAdaptiveSharpeningSettings`
- `DepthOfFieldSettings`
- `DepthOfFieldUniform` (no `Settings`)
- `FogSettings`
- `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really
inconsistent??)
- `ScreenSpaceAmbientOcclusionSettings`
- `ScreenSpaceReflectionsSettings`
- `VolumetricFogSettings`

Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and
`FooUniform`/`FooSettingsUniform` and whether names are abbreviated or
not.

Secondly, the `Settings` post-fix seems unnecessary and a bit confusing
semantically, since it makes it seem like the component is mostly just
auxiliary configuration instead of the core *thing* that actually
enables the feature. This will be an even bigger problem once bundles
like `TemporalAntiAliasBundle` are deprecated in favor of required
components, as users will expect a component named `TemporalAntiAlias`
(or similar), not `TemporalAntiAliasSettings`.

## Solution

Drop the `Settings` post-fix from the component names, and change some
names to be more consistent.

- `AutoExposure`
- `AutoExposureUniform`
- `Bloom`
- `BloomUniform`
- `BloomPrefilter`
- `ChromaticAberration`
- `ContrastAdaptiveSharpening`
- `DepthOfField`
- `DepthOfFieldUniform`
- `DistanceFog`
- `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change
to `Taa`, see "Discussion")
- `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflections`
- `VolumetricFog`

I kept the old names as deprecated type aliases to make migration a bit
less painful for users. We should remove them after the next release.
(And let me know if I should just... not add them at all)

I also added some very basic docs for a few types where they were
missing, like on `Fxaa` and `DepthOfField`.

## Discussion

- `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`.
Consensus [on
Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431)
seemed to be that renaming to `Taa` would probably be fine, but I think
it's a bit more controversial, and it would've required renaming a lot
of related types like `TemporalAntiAliasNode`,
`TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think
it's better to leave to a follow-up.
- I think `Fog` should probably have a more specific name like
`DistanceFog` considering it seems to be distinct from `VolumetricFog`.
~~This should probably be done in a follow-up though, so I just removed
the `Settings` post-fix for now.~~ (done)

---

## Migration Guide

Many rendering components have been renamed for improved consistency and
clarity.

- `AutoExposureSettings` → `AutoExposure`
- `BloomSettings` → `Bloom`
- `BloomPrefilterSettings` → `BloomPrefilter`
- `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening`
- `DepthOfFieldSettings` → `DepthOfField`
- `FogSettings` → `DistanceFog`
- `SmaaSettings` → `Smaa`
- `TemporalAntiAliasSettings` → `TemporalAntiAliasing`
- `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections`
- `VolumetricFogSettings` → `VolumetricFog`

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00
Jiří Švejda
3cf70ba4f9
Fix fog density texture offset seam (#14900)
# Objective

- There is a flaw in the implementation of `FogVolume`'s
`density_texture_offset` from #14868. Because of the way I am wrapping
the UVW coordinates in the volumetric fog shader, a seam is visible when
the 3d texture is wrapping around from one side to the other:


![density_texture_offset_seam](https://github.com/user-attachments/assets/89527ef2-5e1b-4b90-8e73-7a3e607697d4)

## Solution

- This PR fixes the issue by removing the wrapping from the shader and
instead leaving it to the user to configure the 3d noise texture to use
`ImageAddressMode::Repeat` if they want it to repeat. Using
`ImageAddressMode::Repeat` is the proper solution to avoid the obvious
seam:


![density_texture_seam_fixed](https://github.com/user-attachments/assets/06e871a6-2db1-4501-b425-4141605f9b26)

- The sampler cannot be implicitly configured to use
`ImageAddressMode::Repeat` because that's not always desirable. For
example, the `fog_volumes` example wouldn't work properly because the
texture from the edges of the volume would overflow to the other sides,
which would be bad in this instance (but it's good in the case of the
`scrolling_fog` example). So leaving it to the user to decide on their
own whether they want the density texture to repeat seems to be the best
solution.

## Testing

- The `scrolling_fog` example still looks the same, it was just changed
to explicitly declare that the density texture should be repeating when
loading the asset. The `fog_volumes` example is unaffected.
<details>
<summary>Minimal reproduction example on current main</summary>
<pre>
use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle,
TemporalAntiAliasPlugin};
use bevy::pbr::{FogVolume, VolumetricFogSettings, VolumetricLight};
use bevy::prelude::*;<br>
fn main() {
    App::new()
        .add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
        .add_systems(Startup, setup)
        .run();
}<br>
fn setup(mut commands: Commands, assets: Res&lt;AssetServer&gt;) {
    commands.spawn((
        Camera3dBundle {
            transform: Transform::from_xyz(3.5, -1.0, 0.4)
                .looking_at(Vec3::new(0.0, 0.0, 0.4), Vec3::Y),
            msaa: Msaa::Off,
            ..default()
        },
        TemporalAntiAliasBundle::default(),
        VolumetricFogSettings {
            ambient_intensity: 0.0,
            jitter: 0.5,
            ..default()
        },
    ));<br>
    commands.spawn((
        DirectionalLightBundle {
            transform: Transform::from_xyz(-6.0, 5.0, -9.0)
                .looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
            directional_light: DirectionalLight {
                illuminance: 32_000.0,
                shadows_enabled: true,
                ..default()
            },
            ..default()
        },
        VolumetricLight,
    ));<br>
    commands.spawn((
        SpatialBundle {
            visibility: Visibility::Visible,
transform: Transform::from_xyz(0.0, 0.0,
0.0).with_scale(Vec3::splat(3.0)),
            ..default()
        },
        FogVolume {
density_texture: Some(assets.load("volumes/fog_noise.ktx2")),
            density_texture_offset: Vec3::new(0.0, 0.0, 0.4),
            scattering: 1.0,
            ..default()
        },
    ));
}
</pre>
</details>
2024-08-24 00:56:39 +00:00
Jiří Švejda
510fce9af3
Allow fog density texture to be scrolled over time with an offset (#14868)
# Objective

- The goal of this PR is to make it possible to move the density texture
of a `FogVolume` over time in order to create dynamic effects like fog
moving in the wind.
- You could theoretically move the `FogVolume` itself, but this is not
ideal, because the `FogVolume` AABB would eventually leave the area. If
you want an area to remain foggy while also creating the impression that
the fog is moving in the wind, a scrolling density texture is a better
solution.

## Solution

- The PR adds a `density_texture_offset` field to the `FogVolume`
component. This offset is in the UVW coordinates of the density texture,
meaning that a value of `(0.5, 0.0, 0.0)` moves the 3d texture by half
along the x-axis.
- Values above 1.0 are wrapped, a 1.5 offset is the same as a 0.5
offset. This makes it so that the density texture wraps around on the
other side, meaning that a repeating 3d noise texture can seamlessly
scroll forever. It also makes it easy to move the density texture over
time by simply increasing the offset every frame.

## Testing

- A `scrolling_fog` example has been added to demonstrate the feature.
It uses the offset to scroll a repeating 3d noise density texture to
create the impression of fog moving in the wind.
- The camera is looking at a pillar with the sun peaking behind it. This
highlights the effect the changing density has on the volumetric
lighting interactions.
- Temporal anti-aliasing combined with the `jitter` option of
`VolumetricFogSettings` is used to improve the quality of the effect.

---

## Showcase


https://github.com/user-attachments/assets/3aa50ebd-771c-4c99-ab5d-255c0c3be1a8
2024-08-22 19:43:14 +00:00